It looks technically proficient and unremarkable.
Two suggestions:
1) Increase the video lengths and show the end model with different renders: textured and untextured with visible wireframe are desirable. Since you do texture them, showing the maps will also give viewers an idea of your proficiency.2) Your assets look like the 'sci-fi' that has been done for the last dozen - twice longer on film - years, develop a personal style if you don't want people forgetting it in half an hour.

I think they look alright, but there is a problem with scaling on some parts. For example, you have the tiny windows, which are from Cgtextures (I used them in a painting once), but then you have air intakes or ducts that are about twenty times too large. Or what are those black slits in the facade? Are they decorational? Are they hangars? They seem too random and not in scale to me.

Somonels has a point. Think about functionality. Is this a hotel? Is it an appartment building? Rich people or poor - who lives there? What materials are used and why? What does the society that built this structure look like? Are they technocrats, communists, turbo-capitalists/bankers, scrap collectors.

You have to remember that you are not building assets as an Environment Artist. You are building believable worlds.